LD 44 April 26–29, 2019

I'm doing better each time!

So, the results are in, and I must say, I'm pretty happy with them! I'm so happy to finally do well in Overall and Theme - those have always been two of my trouble categories. Next time, I hope to finally improve on Graphics ld44 only results.png

But just seeing the results from one jam is boring. I want to see how much I've improved! And comparing my placements from my last 3 jams, the results are clear: I'm getting better at this! And I seem to have a knack for Music - I guess all those guitar lessons have started to pay off!

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(The higher the bar, the higher the placement that jam. It's a linear graph - each placement was subtracted from 700 to get the bar height. I've also omitted LD43 since I had to leave the group fairly early for that one)

And for completeness' sake, I compared my raw scores from each jam as well. It's interesting to see how scores and placements differ. For example, I placed much higher in Overall and Fun this jam over the last one, even though I got roughly the same score. And one year I placed lower in Innovation despite getting a higher score! Crazy, isn't it?

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Thank you to everyone who played and rated my game! I hope to see you all again in October!

Thanks for another great Ludum Dare!

Thanks so much to everyone who played and rated my shooter game, "Darkling!"

My goals this year were:

  • Make a game I'm proud of to add to my gamedev portfolio
  • Learn a lot
  • Have fun
  • Do better in rankings than I did last Ludum Dare

I can say with a full heart that I achieved ALL of my goals, and that makes me so happy!

Again, thanks SO MUCH to everyone who played and rated my game, and thanks to you guys for making amazing games!

Special shout out to Mike @pov for organizing and operating this great event. Thanks man!!


Here is some random content I made this LD if you'd like to check it out!

LISTEN TO THE BACKGROUND MUSIC!

Gameplay Video

https://www.youtube.com/watch?v=r-zM7qe_qko

Random GIFs

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THE GAUNTLET!

This is my brass gauntlet that I used to make the main art asset. I'll definitely be using photographs to create art assets again in the future!

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Streamers playing the game

Playdungeonmans

Ursagames


Try your hand at DARKLING

See you next time, Ludum Dare!

My Results!

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So the results are here!! I'm pretty happy with how I did. It's my first Ludum Dare, and I loved every minute of it. I met a lot of awesome people, got to play hundreds of games and challenged myself a lot!. I ended up with a game I really like, over 100 rated my game, which makes me super happy. I have now a product that I may transform into a full product.

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Thanks to all of you who played! Thanks to all of you who rated! Thanks to all of you that commented and give feedback!

Feel free to follow me on social media and talk!

See you all Next LD!

Thoughts After My 8th Ludum Dare

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First of all...

Thanks to everyone who played our game and gave us feedback! As game developers ourselves, we're constantly trying to answer the question of... "What makes a game fun?" and what part of a game is "not fun" or "annoying" so that we can incorporate our learnings into the game we're actually working on.

*I don't want anyone to think we're upset about our scores - it's a competition with no prize and with a poorly designed scoring system. We understand that and are really thankful for the opportunity to work on a game that we had a blast making. I pulled two all-nighters for LD because I love doing it and because it's truly an amazing time. Doing LD for the past 5-6 years has been one of the things that have helped me grow and learn as a programmer and as an artist. *

Our results

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Conclusions

1. If you have more content, people have more things to criticize.

Every LD that's gone by we've attempted to make some form of first person 3D game with puzzle solving, some form of story telling, animations, combat, etc. We've played around with different form factors and every LD we plan a lot, but end up cutting out a large portion of the content we had planned to make. This jam was no different. However, this year we actually focused on content. We took feedback from previous jams and tried to make something that would be fun and enjoyable.

Our game had 5 unique islands with unique level design (levels), a tutorial, an overworld/hub, puzzles, 4 enemy types (all modeled, rigged, animated, and hand painted during the jam), 3 different weapons, an ambush/combat system, a hint mechanic, and interaction system. We had 4 different types of pickups. Everything was hand painted. We had sounds for almost everything, and music that gently switched between combat and exploration. We even had an actual ending goal for the game as well as multiple routes the player could choose from and everything was wide open.

We had audio ambiences, and flying birds off in the distance, swimming, different post-processing effects for when you are underwater/paused/drunk. We had 4 different types of crosshairs that changed whenever you equipped a different item, or if you were looking at an interactable item.

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I painted a map, used it to create a dynamic level loading system that could take us between areas, because we explicitly wanted more content in our game. It slowly unfurls across the screen, and then the player can "sail" to a different level. Could we have made a basic LIST OF LEVELS - yes, but we wanted to be stylized and do it nicely.

Now, I know that MORE CONTENT != BETTER QUALITY. In fact, we even attempted to go for a lower graphical fidelity style just so that we could make more areas. I'll admit that modeling, rigging, animating, and texturing a MONKEY by hand during the jam meant that it turned out a little bit creepier than we wanted. I know that there were tons of things we didn't get around to explaining.

That said, it seems that every jam our games get more and more complicated with more and more content, and with more content, two things happen: - More things can go wrong (the testing matrix for bugs gets more complex) - More things are not perfect, and thus great candidates to nitpick at.

If I played a game where somebody moves a box around a maze and gets to the end of the maze... and that was the whole game, there really would be very much to criticize. The game is small, and might even be fun, but when leaving feedback on the game, if the game was super polished, there wouldn't be anything to deduct points from.

It's really easy to take points off in your head, from a game that has lots of things you can nitpick at. Somebody told us they'd give us a higher score if the monsters weren't so scary. Others said the game was too dark. Others said they don't like combat, and others that they didn't like collecting pickups and for that, we lost points. It's really easy to lose points when you have a lot of stuff that people can dislike, because the rating is subjective.

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2. People can sometimes be really bad at following instructions

Many of the people we watched on stream ignored a lot of the hint messages we peppered throughout the game and then complained that they didn't know where to go or what to do. Others said the game was too dark, despite the fact that we had brightness controls in the settings menu.

This feedback is INCREDIBLY valuable, because it highlights something about how discoverable our menus are, or how good our hints are, or how well we direct the player in certain directions to help them know what to do, maybe with lights, or pickup trails, etc. Watching people struggle at the game helps you learn a lot about how to improve.

We explicitly made a collect-a-thon this year because we've had this problem in the past, so we tried to guide the player around our maps with pickups, but it turns out that our level design is not the very best when you build all of the levels at the very end and there is not enough time to balance/play-test everything.

But goodness gracious - despite having tons of instructions in game, on our LD page, on our itch.io page, people keep missing really basic things and then getting frustrated/stuck, and our score takes a hit. :(

3. Ludum Dare scoring is extremely biased against longer games.

Our goal was to have content, and we did that, but I know of very few people who actually got to the end of our game. Our ending was crappy and basically a victory screen with a total score (time limitations, ya know). Our game was little bit longer, sure, but it's easily beatable in 30 minutes, and all of the best levels are near the end.

It's very obvious, looking at the top games, that Ludum Dare skews toward arcade style games. Don't get me wrong - a lot of those games DEFINITELY deserve their place for their level of polish, quality, innovation, etc. But the scoring system rewards players for making small, bite-sized games that are easy to play, and wipe your hands clean of after you've rated them. Most of those games can be finished completely in under 5 minutes.

Once again, I'm not upset about my score, because it really wasn't the best of games, but you see your game ranked at the same level as a side-scroller that you use WASD to get to the exit, or somebody's "press left and right to catch falling items" game. These are fine, but the LD scoring is biased toward these arcade style games with scores, or puzzle style games with like 5 levels that you can finish in a few minutes. It's an unfortunate fact of how the scoring works for this competition.

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4. An increasing reward system implies that very few people actually get a chance to experience the coolest and most interesting parts of your game.

This is a problem we've had in the past for some of our past jams, but this LD, it was very visible. Our coolest weapon, the Hand Cannon, nobody talked about, which made it pretty obvious that very few people actually put in the 10-20 minutes it takes to get to that portion of the game.

Our final level (Pyramid Island) was our best designed level, with tons of secrets, lots of discoverables, lots of looping pathways, a really interesting setting, etc, but since it was at the end of the game, almost nobody played it.

In general, when we want to reward the player with different mechanics that you unlock across the course of the game, it seems like LD is not the place to make those kinds of games, particularly because of point #3.

5. The theme is supposed to inspire your game, not tell you what kind of game to make.

The theme is optional, but for some reason, people keeping picking themes that will force everyone to make basically the same kind of game. This Ludum Dare had basically 5 kinds of games:

  • Games where you make money doing something
  • Games where you do something and lose health/lives as a result of progressing the game
  • Games where currency heals you
  • Games where you literally are money
  • Games where you waste your life away in terms of years

This at least is okay..., but if, say, Tiny Town had won, everyone would have made a game... about a Tiny Town? Or sometimes the theme attempts to force a specific genre or adds some form of horrible limitation that makes all of the games basically the same.

The theme is supposed to be inspirational, and help guide the direction of the game, rather than prescriptive (telling you literally what kind of game to make). Yet, when we take the theme figuratively and make a game about a pirate who's lost all of his treasure that he's spent his whole life collecting (AND we add in the mechanic that picking up coins heals you), we score in the bottom 25% of the theme category. People gave us a lot of feedback saying they didn't see how it fits into the theme, despite us literally writing it in the text of the game in about 3 different places.

This happens every time we go for a more "inspired" approach to the theme. I'd love it if people would either: a) Vote for themes that inspire games, rather than limit them b) Look for the subtlety in the interpretation of the theme

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6. Ludum Dare is incredible.

Despite my jeremiad against LD above, I still love it. I think it's like going to the gym for game developers - helping me to grow my muscles for game dev. Every time I do LD, I learn a ton, get better at understanding game architecture, and have a blast play other peoples' games.

There's something about this jam in particular that is really special, and I look forward to working with all of you guys in October!

Feedback Word Cloud

As it seems to be LD tradition, and this is my 8th jam, here's our feedback as a word cloud:

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Thank You

Thanks for the experiences and for all feedbacks from all of you on my first jam. Hope you all could finish the game in more ready version, and see you next time on the next ldjam.

here is my ldjam44 entry game (no revision after the first upload as for originality jam version) https://ldjam.com/events/ludum-dare/44/front-line-fury

Sentinel - A postjam postmortem

So my Third Jam went a lot better than expected. For my first one I managed to crack the top 300, for my second one I didn't like my game so I didn't really bother with it, and for my third I cracked top 100 overall!

It was a really fun jam, and I learnt a lot alongside it, I don't know much about making games so Jams are like an excuse to learn something within a deadline and for LD44 I wanted to learn procedural generation. It's all super basic random level creation, and honestly I would've had a better game if I had spent less time fiddling with code I didn't fully understood, but then the game wouldn't have been a challenge to make, and I wouldn't have grown as a developer.

It's heartwarming to me how well the game did in Fun, because ultimately that's what I wanted to do, a fun cute game (which is also why innovation was such an anvil to my score :v), the first day I spent moving around values and adding little things so that the game could feel good and satisfying and I'm glad it paid off.

Also I had a really fun time streaming viewer games. It was also a really new experience because I had never streamed with a mic, and everyone in chat was super nice, even if I only managed to do it the one time.

Hopefully in my next jam I'll be able to scope better just so I can have a more cohesive full experience, and maybe with less critical failures that make it crash. See you in October :heart: results.PNG

Thank you for playing! #3 in humor category! Glad you got a chuckle!

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Collecting Really Nice Cats! placed third in humor, and for all the players and raters and streamers and devs and haters, you have my deepest gratitude. Thank you. This was the best game jam I've ever participated in because of the community.

I regret that I could not play every game, I'm still finding some gems that I wish I had seen before judging closed. Very, very impressed with the quality of the games in LD this time despite the terrible theme!

Lessons learned:

  • If you don't have time for audio, then go full YOLO and generate your audio by face. It worked for me (#60 in audio category LOLOLOLOL), I'm sure it can work for you.

  • If your theme integration is a pun or something of a reach, a not-insignificant quantity of people will not "get" it unless you spell it out clearly. It sucks to have to explain a joke, but sometimes you have to. The comments about my game not fitting the theme stopped as soon as I updated my game description to explain the theme tie-in in the first sentence.

  • Know your tools. I noticed several nasty bugs when I watched other people play that I couldn't replicate on my own machine, and this was because my interpretation of Phaser's physics API was just wrong. If I had read the docs a little more closely I could have avoided a buggy (or outright broken) experience for a handful of players, including more than one streamer.

  • Keep your scope small! A big reason my game is ugly as sin and incomplete-looking is because I had dozens of features planned that had to be abandoned when I ran out of time on sunday. On sunday afternoon I realized that I had to stop everything and immediately implement win and loss conditions, game over screens, ui, and sound effects if I were to have any hope of getting the game uploaded before the deadline. I finished implementing the sound effect just minutes before the deadline.

Knowing that my game could make you laugh and smile is extremely fulfilling. Thank you again.

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Sell Your Memory of Playing This Game in Exchange for Better LD Jam Scores*

Running low on credits? SELL YOUR MEMORIES at the Souvenir Emporium! - Got an embarrassing moment you'd rather forget? SELL YOUR MEMORY - Want to watch your favorite TV series again without knowing the ending? SELL YOUR MEMORY - Constantly playing the worst events of your life over and over in your mind? SELL YOUR MEMORY

We buy ANYTHING, no questions asked!

We guarantee you will leave with a lighter mind and heftier bank account!

Life is short. Forget your troubles.

Play the full version of Maeko's Memories here. Now with seven unlockable endings, (more) crime, (more) tears, and (about the same amount of) love. https://ldjam.com/events/ludum-dare/44/maekos-memories

*Offer expires May 21, 2019, 8 PM EST.

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Wow! These scores have blown us away! 25th place for an unfinished game?! Thank you, everyone! This makes us feel justified that we spent so much time after the jam bringing our full vision for the game to life.

Congratulations to everyone who participated! And if you want to know what our game looks like after we lavished multiple weeks on it rather than 72 hours (okay, for reals, life got in the way, so it wasn't much more), then check it out and leave us a comment!

Thanks for playing my game!

I can't say I'm surprised at my rank, I guess I've made it easy to one up myself next time. I do pride myself on putting fun first in all my endeavors.

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My game had some major issues, and I appreciate everyone who made it through them and left a rating.

  • Inaccessibility. The base mechanics of the game are rocket jumping and bunny hopping. neither are explained in game, or on the game's page. I had hoped that by mentioning both techs on the thumbnail I would only draw people who already knew how to play, and that kinda worked! at least two of the commenters got times that clearly indicate use of movement tech.

  • There wasn't enough content. Even without movement tech the game's two levels could be completed in about a minute. The game's art assets could be counted on one hand, as I spent the majority of my time tuning the movement mechanics and making my first person controller feel more source-engine-ey. I am quite satisfied with the result but the average player probably didn't notice and I don't blame them. I also spent more time than I should have 'testing'.

  • The game kinda sucked. If you don't aim for a good time and just kill all the enemies and walk to the end, it's really easy. A lot of mechanics are not obvious, for example the railgun has no visual effect and the rocket launcher's smoke looks terrible and blocks vision. Enemy death sounds were broken and never played, which meant there was no feedback on kill other than the enemy vanishing. The first of the two levels was so basic it didn't really even count. Also the main mechanic of hybrid health/ammo wasn't really explored at all.

I've fixed a lot of this in my PostCompo update, available on Itch.
https://badram.itch.io/hammo

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Despite all this, I am quite happy with my creation, and have had a lot of fun playing it, as well as all the games that I rated. I look forward to doing this again in October, maybe I'll break into the bottom 100!

My LD chart so far :)

The results are in, and I updated my "LD Scores" chart 😁

(if it's small: https://i.imgur.com/IyKXbVp.png)

As I predicted, this is my best entry so far... and maybe I was a bit pessimistic with my predictions.

But I nearly nailed Mood: I got into the top 4,27%!

Post mortem soon on my channel, and you can checkout my predictions video there as well: https://www.youtube.com/channel/UCSUAfNhE3fg-bmP6JwqZw

Thanks everyone for voting!

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Final Results

Must say I'm stoked with these results. Better than last time and I'm going to do even better next time! Thanks for the feedback.

https://ldjam.com/events/ludum-dare/44/work-life-balance

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DEADline - 1st in innovation and 5th in fun

I expected to get a decent innovation ranking and hoped for a good one in fun. I've not expected to rank 1st and 5th respectively (2nd and 9th in jam🍏 and compo🍊 combined, but 🍏!=🍊). :smiley_cat:
I was afraid I made DEADline too hard, but even though the word hard appeared many times in the comment section, it seems like it isn't too hard, just hard.

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28th overall isn't too shabby either, especially given the pretty bad graphics rating and the attrocious theme integration that landed me a rank of 1000 - it's a nicely rounded number at least. :sweat_smile:

Thank you to everyone who played the game and provided valuable feedback. I'm gonna take that into consideration when working on a expanded version. If you might be interested in a suped-up version feel free to follow me on Twitter.

If you haven't tried out the DEADline :keyboard: yet, you can try your hand(s) at the typing meets platforming game here

Good job on making games everyone, see you in October.

Explain the ratings

Hi all, it's the time again to be wondering about the total number of entries :)

I see that the 2 winning games both landed on place 1 (one is jam and another is compo). So are the displayed ratings out of the respective category (1817 jam games and 721 compo games) or out of the total submissions (2538)?

Thanks for re-clarification everyone :)

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Thanks for voting!

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If you haven't try it out, give it a go here! https://play.google.com/store/apps/details?id=com.tlgames.pigcoins

9th in humor again! (must be the 9 lives thing?)

Thank you so much to everyone who played Zoltan!

Looks like we can make people laugh, and we are proud of this result :).

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We made better than our last time in almost every category and this makes us very happy.

Of course there is a lot we can improve for the next jam.

Every time the results are out I'm surprised to discover great games I didn't get to rate. So if your game got a low rating to let this put you off. Maybe they just didn't get enough attention. I bookmarked as my favourites many games that I don't see in the first pages.

time to play again

Congratulations to everyone, I'm excited to see in the first pages the games I loved and also games that were rescued at the very last minute. I'm curious to play and learn from you all.

*An enormous thank to all those who were so kind to share their sources as well. *

"Power shared is power gained" they say, and your code could help someone else to get started and learn (or to pull their hair out because they can't understand it :D )

Hope to see many of these game further developed polished and published.

Wish you all the best of luck for your present and future projects!

to the next time!

How to win in October!

  • 1.) Make something really simple that feels complete and polished.
  • 2.) Get 21 quality ratings, no more, no less.
  • 3.) HIDE until Play & Rate period is over.

Damn good strategy. :)